Dec 14, 2006, 10:06 PM // 22:06
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#101
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Jungle Guide
Join Date: Feb 2006
Location: Imagination Land
Guild: I Swear She Was Eighteen [Gwen]
Profession: W/
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It seems hard to add new proffesions other than the ones that are already here, without changing the race of humans of course, if they did cahnge the race, I;d easily make a charr, dwarf or elven character
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Dec 14, 2006, 10:25 PM // 22:25
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#102
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Wilds Pathfinder
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Shapeshifter/morpher:
It would be cool turning into a cheetah and having your movement speed increased 50%. Morphing into a gorilla (king kong woot) and being able to actually throw enemies away from you causing various conditions. Shapeshifting into a rhino or bull and ramming enemies causing cripple and/or bleeding. Turning into a giant amardillo and rolling into an armor ball for plus 200 armor. Morphing into a giant lizard and whipping people with your tail causing cripple. Turning into a cobra and spiting poison at foes and blinding them also. Yes it could be considered overpowered, but anet can balance it.
Many more possiblities. It gets me excited just thinking about a class like this.
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Dec 15, 2006, 01:00 AM // 01:00
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#103
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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i keep seeing 'no new professions' very CONSTRUCTIVE ideas.... wait thats my sarcasm kickin in...
that'll be some stand alone game, completely lacking in real gameplay differences. just more armors, skills, and pve content is NOT very attractive for a full game price. sorry pals, new professions is what sells the games.
as i suggested. they should work a full year on either this coming chapter or the next, and make the same as what we get for 6 months, then polish/add what we need for everything: MORE skills, better balance, more armors, more everything. you see? and then how much more attractive will that standalone game be? all answer for you, very attractive.
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Dec 15, 2006, 01:31 AM // 01:31
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#104
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Mightywayne
If they were to balance out all the classes, and the new ones to boot, would you then be interested? I mean, as long as there is balance, diversity is good.
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All I'm saying is if I have to choose between 150 new skills spread among the core classes, or 2 speciality professions, I go with the specialties as wrecking less havoc with the metagame, because it reduces how those skills can be combo'd and abused. And also hope that new stuff for old specialty classes is eventually phased out (already NF has content that you can't access without factions, that kind of thing can't go on ad infinitum)
As for the widespread disinterest, I imagine completionists are facing character fatigue, those people who HAVE to have a PvE of each primary profession and run all of them through each campaign, you'd have to run through NF 10 times, the next chapter 12, etc. and that aspect starts getting pretty rediculous. Doesen't help if they are going to force you to grind though the entire campaign per character just to unlock the high-end area a la DoA.
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Dec 15, 2006, 01:42 AM // 01:42
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#105
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Wilds Pathfinder
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Please no proffesions. Focus on getting things right this time and not adding a gimmick to get people to buy the next chapter.
Maybe this time we can get more then 20 PvE missions AND still have some kickass PvP without siphoning all the time and energy on balance.
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Dec 15, 2006, 02:35 AM // 02:35
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#106
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Academy Page
Join Date: Jul 2006
Guild: Scouts of Tyria [SoT]
Profession: R/
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On a slightly different tack ............... Instead of an actual 'new profession', why not have an additional/extra 'attribute' added to each profession in the new chapter.
Example 1: Warrior
Axe Mastery
Hammer Mastery
Swordsmanship
Strength
Tactics
Polearm Mastery - New Attribute
Example 2: Ranger
Beast Mastery
Marksmanship
Expertise
Wilderness Survival
Nature Mastery - New attribute
Etc, etc, etc.
So in all, there would be, say, 10 new attributes in the next chapter. If it was done right, this should change a few 'builds' and add loads of new skills.
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Dec 15, 2006, 05:18 AM // 05:18
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#108
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Frost Gate Guardian
Join Date: Oct 2005
Location: Nashville TN
Guild: LFG
Profession: N/
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there will be 2 new professions for each chapter....anet confirmed that after the factions release. as for what they are most likely casters
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Dec 15, 2006, 05:31 AM // 05:31
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#109
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Pre-Searing Cadet
Join Date: Dec 2006
Location: EldersGW.guildportal.com
Guild: Clan of Elders [COE] [EKSF]
Profession: W/Mo
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I would like to see a new caster that uses special gems you earn to transform that build into an in game creature. I thought changing into worms for some quests was fun. I would also like to see a build that can ride something.
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Dec 15, 2006, 12:29 PM // 12:29
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#110
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Chapter 4- 2 new professions
- 1 new continent
- new skills for every profession
- new broken skills that good players will cry about in the pvp forums
- stupid special event
- boring story
- no good farming areas
Did I miss anything Anet?
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Dec 15, 2006, 01:41 PM // 13:41
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#111
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Strike Force
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One more vote for the "no new professions please" crowd.
Please come up with something new that is NOT 1 new melee class + 1 new support class.
- Xeeron
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Dec 15, 2006, 03:07 PM // 15:07
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#112
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Riceboi
Can we have another skill slot please? Nine is good!
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I'd like to see a 9th skill slot that is reserved for a ressurect skill...
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Dec 15, 2006, 03:22 PM // 15:22
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#113
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Frost Gate Guardian
Join Date: Apr 2006
Guild: [GODS]
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i would like to see a barbarian (like in the diablo series) with he ability to dual weild 1 handed weapons and the main attribute could be ears a adrenalins faster or something like that....yes i know its a copy of diablo but i loved that class and would love to see it in my new favorite game. and the 9th skills slot for rez is an awsome idea!
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Dec 15, 2006, 08:42 PM // 20:42
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#114
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Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
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Still if they don't add new professions I think 1 or 2 or both of the following should happen:
1) You can only create a new character with the new race... as in you can't create humans in the new chapter. (You can still bring your over of course.)
2) Assassin, Ritualist, Paragon, and Dervish would have to be available in the new chapter as well. (I know they are chapter specific but I could a lot of complaints about not being able to create a Charr Dervish and so on. Plus if there were only the core professions a lot of people already have one if not several so there would be a lack of interest.)
Just because there would be no new professions does not automatically mean the content of the chapter would be better.
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Dec 15, 2006, 09:56 PM // 21:56
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#115
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Pre-Searing Cadet
Join Date: Dec 2006
Guild: BSB
Profession: P/
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I am with the majority here about not adding more professions, atleast for another expansion or two. I dunno I guess with a new expansion every 6 months I don't want to try and form a group from a pick of about 30 different classes in 4-5 years from now. Trying to set up a group build would be too tedius and would create a gigantic learning curve for those trying to start and get into the game. In any RPG there are only so many roles you can do in terms of what each ability a character brings to the group, too many would just simply start cancelling each other out in those abilities.
You might aswell just start calling newer classes "Warrior 2.0", "Neo Elementalist", or "The Second Monk", and so on. With just the current 10 professions we have in the game right now you can already start to see some professions stepping on other's feet in terms of what abilities they add to a group.
A new race and the next expansion allowing all professions to start in would be a much better selling point for the game.
Although I do enjoy new content to explore I also understand that too much content spreading your players thin is a silent death to any RPG. Now I'm not saying no new explorable content every expansion. But I am all for consolidating alot of the older content and bringing something new from it. Let's face it, zoning into ascalon and seeing 2 other people there in district 1 at peek time isn't very cool when the same is for every town outpost cause the developers in year 6 has 14 different campaigns and 8,000 outpost when there are only 20,000 players on at one time, most that are currently fighting, pvping, or whatever.
A good thought out balance is the key success to keeping any Online alive, just enough to not get bored, but not so much your overwhelming people from the game especially newcomers or those that like playing multiple classes, and it would suck to spend 2+ years of constant playing to try and keep up on just one individual character.
As fore-mentioned throwing out constant new stuff at a rapid pace also means more bugs, exploits, and unbalancing. It would be good, and wise if the developers take a breather, sit back, and say, "Ok this is what we got up until now, how can we make the current game better?"
Nearly every Online RPG dies eventually, because the "fast money" and "selling additions" overcome the thought of quality, that's the reason majority of the playbase, even here on this forums as an example is not all about new and new and more new, but a good balance of reworks aswell.
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Dec 16, 2006, 02:25 AM // 02:25
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#116
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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I want a gun-wielding class. Not M95s or M240s, just a big old boomstick. That'd be cool.
Burntpowder's Long Rifle
Piercing DMG: 30-40 (Reqs 9 Marksmanship)
Life-Stealing: 7 (-1 health regeneration)
Armor +7 (vs elemental attacks)
Backfire rate: 30%
Two Handed
For each point in Gunsmithing (Primary) you gain an additional 2% chance for your weapon to not backfire. When a backfire occurs you are blinded for 3 seconds and take 20 damage. Long Rifles fire at a rate of 2.5 seconds and have a range of 1.33 Aggro Circles. Their projectile speed is very fast.
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Dec 16, 2006, 02:52 AM // 02:52
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#117
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Ascalonian Squire
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I want the Bard I saw in concept art a while ago.
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Dec 16, 2006, 03:09 AM // 03:09
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#118
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Frost Gate Guardian
Join Date: Apr 2006
Location: Australia(the land of lesser games)
Guild: neptunes grace
Profession: R/W
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Quote:
Originally Posted by Dana Hawkeye
On a slightly different tack ............... Instead of an actual 'new profession', why not have an additional/extra 'attribute' added to each profession in the new chapter.
Example 1: Warrior
Axe Mastery
Hammer Mastery
Swordsmanship
Strength
Tactics
Polearm Mastery - New Attribute
Example 2: Ranger
Beast Mastery
Marksmanship
Expertise
Wilderness Survival
Nature Mastery - New attribute
Etc, etc, etc.
So in all, there would be, say, 10 new attributes in the next chapter. If it was done right, this should change a few 'builds' and add loads of new skills.
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Ive been keen with this idea a long time my self.
It would be nice if they gave ranger some sort of artribute that could give greater distance.
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Dec 16, 2006, 03:10 AM // 03:10
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#119
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Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
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Giving each new profession a new attribute was actually a really good suggestion. It would create more varitey without all new professions. I think that would satisfy the people who didn't want new professions and those that want something new.
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Dec 16, 2006, 04:55 AM // 04:55
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#120
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Ascalonian Squire
Join Date: Nov 2006
Location: South Africa
Guild: Resign or We [CrY]
Profession: Rt/
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I too hope for no new classes
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